Konosuba TRPG: Tipps, Tricks and Ressources

Einfach ein kleiner Artikel der Tipps, Tricks und Ressourcen zum Konosuba TRPG sammelt.

This Article not actively maintained anymore! Please use the version on rollenspiel.wiki instead! It also has an actully useful search
cover of the english version of the konosuba TRPG
Das englische Cover des Konosuba TRPG, erschienen bei Yen Press.

Table of Content

Tips, Tricks and Guides

This Section shall be for general Tips, Tricks and Guides regarding the TRPG. As with Quests / Scenarios I will include a Link to the Doc and reddit-thread where possible.

Character Creation

Aliniel wrote a small guide on how to create a character from scratch. This process is also outlined in the rulebook on the pages 116 – 120. Here are the links: Konosuba Character Creation Guide (Google Drive)reddit

Rule Clarifications and Cleanup of Translation

While going through the rules while learning the game the community over on discord noticed some inconsistencies with the english translation. So with the help of Comminty-Members gerula and Lei and the japanese version of the Rulebook here is some stuff that is incorrect or needs clarifications.

Typos

Armor List 2:
In column 5 of the table it should say „Dodge Mod“ instead of „Hit Mod“

-> Reference Page 190/191

Orcs and their gender (Thanks to Lei!):

A quick one. The english version states all orcs would be male, but each fan of the show/books should know that the orcs in konosuba are female only.

-> Reference page 279

Class Modifier Table:

There are some typs in the Class Modifier Table listed in the Appendix of the english-version on page 308. For a correct Reference use the table on page 120 of the book. Here is whats wrong:

MP Gain Difference
In the EN appendix the Assassin’s MP gain should be +14 not +4

Adventurer Modifiers
The STR and DEX values should have a +1 before them, making it a +1 across the board.

-> References EN: Page 120 & 308; JP: Page 120 & 312

Character Sheets for the sample Characters (pages 100 – 109):

The first Sheet of the Reincarnated Adventurer falsely states that the class is „Warrior“. Looking at the Skills and Build of Character Number 1 it is clear, that the Class should „Adventurer“ instead. Likely a Typo since Character Number 2 is actually a Reincarnated Person with the Class Warrior.

In the Ability Checks Table (the one under the Characters Level) the „# of dice“ is listed falsely as „d2“ instead it should say „2d6“ here. Only the Thiefs Sheet is correct in this regard.

Mistranslations

Maximum Number of Blessings and # of Uses: (Thanks to Lei!)

The Book does a poor job for the Blessings explaining „# of Uses“ actually means. The English translation says: „The number of Blessings a character has is equal to their luck“, this would imply that the number of Blessings a Character can have is determined by their Luck Modifier.

According to Lei it should read: „You may at most use a number of Blessings equal to your luck bonus for any one die roll“, which is what it says in japanese Version. So the „# of Uses“ actually is the number of Blessings you can use at max for one diceroll.

-> Reference Page 235

Death Checks (Thanks to Lei!):

The English Translation says you have to do a death check „at the end of each round“, while the japanese version says to do the death check „at the end of combat (round progression)“.

This makes quite the difference. In the english version a knocked-out Adventurer would need to do a death check afer the end of each Round in Combat (liklely in the Cleanup-Phase). Making it very likely that a player will die, since there would be so many chances in a longer fight.

The Japanese version the death check is made once combat is over.

-> Reference page 233

Cheat Loan on Destiny (Thanks to Lei!):

The Demerit of Skill basically punishes you for taking to much of a Loan on your Destiny (aka. you used to many Blessings). The Effect lets you fail every check you make, excluding critical roles, when a condition is met.

The English version lists „when you are at 0 or less blessings“, while the japanese says: „when you are at less than 0 blessings,“

This is a very important distinction. In the english version this effect would activate when you are at =<0, so even if your Blessings are just 0. This is allowed even without having this Cheat.

The japanese version makes more sense here since the cheat allows the Character to use Blessing even if they don’t have any more (so it allows to go negative), but using this also triggers the demerit.

-> Reference page 202

Reincarnation Boon: Armor & Reincarnation Boon: Weapon (Thanks to gerula):

The English version mentions the effect takes place „Before Playing“ which can be confused as only in the character creation step. The JP version uses the word „PREPLAY“ which, according to the Session Progression section (EN: Page 208; JP: Page 209) , takes place at the begging of each Session.

„Reincarnation Boon: Armor“ has the same problem.

-> Reference page 127

Priest-Skills missing the „Spell“ moniker

There are some Priest skills, which miss the „Spell“ moniker although it is present in the japanese original. It should actually look like this:
Power -> Power (Spell)
Holy Armor -> Holy Armor (Spell)
Holy Word -> Holy Word (Spell)
Resist -> Resist (Spell)

-> References Pages EN: 143/144, JP: 143 -145

Poor Wording / Clarifications

Weight Limit & Carrying Capacity (Thanks to gerula):

The Book’s wording on this is quite confusing and it doesn’t match with the Example Characters. So from what we managed to figure out by comparing the Example Characters is that the Weight Limit is calculated like this:

Weapon Weight limit = Base Strength (+ Skill Modifiers if any)

Armor (+ Accessory) Weight limit = Base Strength (+ Skill Modifiers if any)

Belongings Weight Limit/Carry Capacity = Base Strength + Items (i. e. Backpack) (+ Skill Modifiers if any)

Resources

Game-Master Screens

Ayra from the Konosuba TRPG discord put together some really nice PDFs, which can be used for Game Master Screens. These contain the most vital info for GM when running a session and feature a neat design for the players to look at while you hide behind it. They are formatted in a way that they fit into those DM screens you know and love from D&D.

Ayra even made a few variants for you to choose from. You can either choose one that has a more stylized background (called „with background“) or plainer ones with white background (called „clean“) to save on ink while printing.

Both of these version are either availiable in a file for professional print (which is the wider one that includes cutting marks) or a version for home printing that is split up in pages already. The professional print one should also prove useful when playing a VTT or something using a PC.

Here is a link to the files for you: GM Screens for Konosuba TRPG

Character-Sheets

This sections contains Character Sheets for use with the RPG.

Character Sheet for Konosuba TRPG by Yenpress Download: Official Konosuba TRPG Character-Sheets (Color, US-Letter)

Form-filliable PDF-Character-Sheets download (thank you gerula for making them!): Downloads (Google Drive)

printable black&white Character Sheet in DIN-A4 Format (by LND): Printable Character-Sheet DIN A4 – pdf-Download

Character-Sheets for the Sample-Characters listed in the books as Spreadsheet and PDF for print: Sample Character-Builds Konosuba TRPG

Self-Calculating Character Sheet (Updated 29th May 2023 Version 2.1) [Now with a Google Sheets-Edition!]

Finally I am done with it. After a whole weekend of staring at spread-sheets and banging my head against it with the really nice people from the Konosuba TRPG Discord & Subreddit, I have something special for you.

A self-calculating Character Spreadsheet! The basic Idea behind it is to create and maintain your character quicker and easier. I know that not everyone is a fan of them, but they can cut down a „Session 0“ quite a bit.

The sheet is basically a small database containing data from the books (yes I did actually type it all in manually). To make it easier for you to make a character I added a lot of drop-down where you can just select the stuff you want. The sheet than takes over a lot of the calculations for you!

You can either use the sheet in LibreOffice (ods-file) or Excel (xslx-file).

A Google Sheets version is also provided through the nice work of Vulcan_Viduus. (outdatesd)

As always it has some caviants:

    • The sheet allows for „impossible“ builds, which are against the rule of the game! The sheet has no real validation built-in. So it’s up to the DM and Player to determine if the sheet is valid or not!
    • The included Drop-Down have rather small arrows sadly. You can still open them no problem. Select the appropriate Cell and press Alt+Down.
    • HP and MP have to be calculated with user-input to account for class changes and other stuff. This can be done in the „Status Calculation & Level Up“-Sheet.
    • The Stat Boosts you gain from a Level-Up also require User-Input, again to account for class changes and some other stuff.
    • If you get Boosts from a Skill that also needs to be filled in by the user in the appropriate cells.
    • Items and Belongings: Since there are so many items (like monster-drops) in the game I did not include those. So each player has to fill the name and weight of their possesions themselves. Total weight is calculated for you.
    • Shields‘ weight are calcualted as weapon weight. Dunno if thats right though.
    • Equipping two weapons one in the left and one in the right does not stack unless you are a Thief and using the Skill „Twin Blade Skill“. The Sheet always adds both weapons together, so its on you to check if the build is actually possible.
    • The Google Sheets Edition of this might take a while to load.

The most important thing really is: This sheets comes with no gurantee that everything is correctly calculated and set-up. If you are unsure about a value and if it is calculated correctly please consult the rule-book and manually check the calculated value! Here is the download:

Self-Calculating Spreadsheet Downloads: Self-Calculating Character-Sheet for Konosuba TRPG (ods & xlsx)

Self-Calculating Spreadsheet (Google Sheets Edition, outdated but functional): To the Google Sheets Edition maintained by Vulcan_Viduus

The sheet is protected by default just to avoid players messing up the sheet in unwanted ways. If you want to edit the sheet for any reason click F12 in LibreOffice Calc and enter the Password:

fMpbcVWgycaU7aEMat5NdbFhxhT$kbeYEEc2@zKv

The sheet should then be editable.

Changelog Self-Calculating Konosuba TRPG Character-Sheet
      • 15.April 2022 v1.1: corrected some sum formulas for hit checks, dodge checks as well as weapon and armor weight sums. Added Excel-Version for the Sheet.
      • 16. April 2022 v1.1 (still since minor change): After checking the Rules again with help of the japanese version of this book (Thanks Lei over on discord for the great help with that) there was a small text change in the sheet. A Character has atleast 5 Blessings. The Luck Ability Score only determines how many Blessings per Roll a Character can spend at once. You still are allowed to use all the blessings you have at max per session. The Text was clarified to reflect that.
      • 18. April 2022 v1.2: Fixed a small error where the number of „maximal usuable Blessings per Roll“ was wrongly determined by Ability Score instead of Ability Modifier.
      • 02 May 2022 v1.3: Added Skills from the advanced rulebook translated by Lei, added Race Demon King Army from the advanced rulebook translated by AlternateSoul. Thank you to Watson for Proofreading and shortening the descriptions for the skill effects!
      • 04 June 2022 v1.4: A lot of changes for this one. So here is a list (in a list lol). Big thank you to all the people helping tranlating those (thanks Lei, Medbread and Watson)!
        • Small change to the Skill Category order. „Choose Skill Category“ is now at the top.
        • Added more Skills from the advanced rulebook for the classes Warrior, Thief, Priest, Wizard and Crusader
        • Added „General Skills: Basic Magic“ from the advanced rulebook.
        • Added some „Homebrew“-Skills that add some flavour to the world (most of them by watson, one by me)
        • Added more space for ones Belongings. You now have 4 columns worth for item space.
        • Added way more Skill Slots to the sheet. You now have 100 (!) Skill Slots availiable. Though you still have to add the bonuses yourself.
        • Added more lines to the stat calculation page so you can calculate more skills and track your level-up up to Level 20.
        • Added weapons, shields, armor (hat, body and support armor) and accessories from the advanced rulebook.
        • Renamed some skills to make them clearer and better distingushable. For example there was a skill called foresight for the warrior-class and the archer-class with differing effect. Those are now called Foresight (Warrior) and Foresight (Archer). Thanks zalmute for pointing this out to me!
      • 30th July 2022 v1.5: Thank you jfujii and Lei for translating the skills for Arch-Wizard and Arch-Priest from the advanced book. Also some more Homebrew-Skills. Skill-List was rebased on the one made by Watson (you can get that further below!), which should make things a bit clearer. All weapons, armor and accessories where checked for accuracy and some minor error were fixed.
      • 20th August 2022 v1.6: Thank you again to the collaborative effort of jfujii and Lei for translating the skills of the assasin. I also did some under the hood stuff, which makes maintaining and adding stuff to the sheet a breeze.
      • 24th August 2022 v1.6a: Some minor fixes on some Text for certain skills (mostly spells of wizard), added „Spell“ moniker to the priest skills Power, Holy Word, Holy Armor and Resist. Some small fixes for the dropdowns of skills where some ranges were not defined properly resulting in empty skill lists.
      • 26th August 2022 v1.6b: Reworked some Skill descriptions for more clarity.
      • 7th January 2023 v1.7: Fixed some Priest-Skills not having the (Spell)-Designator
      • 23rd February 2023 v2.0: Thank you to icelace from the discord for major improvements on the sheet. Included in this version:
        • The sheet now loads and scrolls way faster. (Who would have thought that having so many columns and rows is a bad idea? *laugh*)
        • Some layout improvements by icelace, generally making things more compact, removing some unnecessary columns.
        • Skills on the second page of the sheet are now grouped into groups of 5 skills per group. That should make organizing skills and scrolling through them way easier.
        • Excel-file is now way smaller and (almost) on par with LibreOffice file-size
      • 29th May 2023 v2.1: Fixed some minor Text errors and fixed a bug with the Dodge Modifier for Head Armor, Body Armor and Other Armor not being applied when selecting items from these categories.

If you find any problem please feel free to share them with me in the discord linked below (be sure to ping stefan230#7291) or via E-Mail to redaktion@lightnovel-dungeon.de under the subject „Konosuba TRPG Sheet Problem“.

Creative Commons License
Konosuba TRPG Spreadsheet by Light Novel Dungeon (Stefan) is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Monster-Cards

gerula came up with a very good idea: To make the monster-information more easy to read he came with a template. They look something like this (this one is for a Bandit):

A sample of a filled out monster-card for the bandit. (made by gerula filled in by Patty Cakes) Thank your for all that work! Click to enlage.

Patty Cakes got to work on filling one out for all the monsters in the book. I like them very much since they show the most important information in an easy form. You download them here on Google Drive: Monster Card Sheets for Konosuba TRPG (Google Drive)

Arianrhod 2E Monster Translation Help

Looking through the Konosuba TRPG you might have noticed the distinct lack of monsters in the game. Luckily the Konosuba TRPG is based on Arianrhod 2nd Edition so one can just take some monsters out of that. There is just a small problem with that… Arianrhod is japanese only. But translating monsters will be necessary in the long run so you can add some diversity to the quests. In order to make the job just a little bit easier I prepared some nice images for you, that feature all of the different Monster Stat-Blocks Arianrhod offers.

Each one of the images features a Monster Stat-Block from the book with the common non-changing terms already translated to english in the correct spot. Included is also a legend that features the names of enemy types, possible elements of enemies and spells, weapon type, equip slot, range and damage types availiable in the game. You will see the english names alongside the japanese characters that corrospond to that. I do however not claim that the translation is 100% accurate, but it should be good enough to get something usuable, where possible I used language from the official english translation.

If you use the images translating should get a little bit easier and more consistent. The only things you would need to translate are the skills, attack names, monster names, description and loot-table. I hope this helps you out.

Arianrhod 2E Mobs Translation Help: Image for Download (LND-Cloud)
Arianrhod 2E Monsters Translation Help: Image for Download (LND-Cloud)
Arianrhod 2E Bosses Translation Help: Image for Download (LND-Cloud)

Quests / Scenarios

This Section of this guide list a few quests / scenarios for you to play with your group. I will include a link to the document and the reddit-thread (if there is one)

Beginner Quests

God’s Blessing on this Toad Hunt: An Altered Write-up of the Replay by Patty Cakes: Writeup (Google Drive)redditBoss Card

This is a Quest that is a writeup of the Quest featured in the Replay in the Konosuba TRPG, with some spice and fun added to it. This Quest best used for Level 1 Adventurers and is real great as an „On-Boarding“ Quest for beginners as it teaches combat basics and has some nice opportunities for roleplay

A Cabbage Hunt for These Adventurers by Patty Cakes: Writeup (Google Drive)Monster Card (Giant Melon)

This Quest is based on the famous cabbage-hunt you may know from the anime or the novels. It is really fun  This Quest best used for Level 1 Adventurers and is real great as an „On-Boarding“ Quest for beginners as it teaches combat basics. Some roleplay is also possible.

Goblin Extermination by Patty Cakes: Writeup (Google Drive)

A follow-up Quest to God’s Blessing on this Toad Hunt. It has also quite some fun in it and is a good continueation for the adventurers. Personally I used this as „on-the-way“ quests for my adventurers to do as they make their to Arcanletia the Town of Water. But realistically you can use this quest where ever you see fit. Best used for Adventurers of Level 1 maybe 2.

Flower Power by Magikazam: Writeup (LND Cloud)

A Quest for beginner adventurers featering a weird rich lady and her mansion, as well as a rather lively garden it seems. I hope the players don’t have plant allergies. The plants want be fed or better yet eat one or two adventurers as a snack. A fun quest with goofy characters.

Help at the Succubus Cafe by Magikazam: Writeup (LND Cloud)

Another Quest for Beginners by Magikazam. It brings the adventurers to the famed Succubus Cafe though with a little twist. Its also an actual cafe where you can go to have some tea and lovely pastry. The Succibi need some help with a summoning ritual, lets just this one goes according to plan. Prepare for a bee-autiful adventure!

The Mystery of Axel (small campaign)

The Mystery of Axel I by Aliniel: Writeup and Materials (LND-Cloud)

This one was the beginning of a small campaign for me and my party. I quite liked the setup for this (although cliche) religious fanatics. I used this Quest for Level 2/3 Adventurers, though the success of the quest and the reward really comes down to the ingenuity of the party.

I did make some changes for myself that are not included in the document:

  • I generally ask the groups I play this one with they are okay with some sexual content (because of the „Cafe“ included)
  • I removed the goblins in the smithys floor. Tunnel encounters are kind of a pain really. You might want to include some other encouters maybe.
  • Instead of Goblins I added an encounter with some adventurers turned cultists (I just built some Level 2 adventurers for this)

The Mystery of Axel II by stefan230: Writeup and Material (LND-Cloud)

I really liked the idea of those cultists so I made them the main villians for my main campaign. This one is made for Level 3/4 adventurers and takes place in Arcanletia. You can run some quests (further down) on the way to Arcanletia to get the players up to that level. I also ran the „Graveyard Rave“ and „Service to an Undead Man“ in Arcanletia itself.

The Mystery of Axel III by stefan230: Writeup and Material (LND-Cloud)

The great culmination of the „Mystery of Axel“-Questline. Intended for Level 6 Characters using Cheats. I used the „Circus Monsterphilia“-Quest to get them to the Crimson Magic Village, but you can use whatever. But that Quest gives a „In-Game“ reason for why they have Cheats all of a sudden. Not that it would be needed. Its a Wave-based Encounter and all the needed material is included.

The Attack on Snowfall Village (small campaign)

This is another of the small campaign I have written up for my group I wanted to share. This one is though written for a well-balanced party at level 7. You might be able run it at a lower level with cheats though. It features four parts and can be played after my last adventure „Mystery of Axel“. Quests two and three can be tackled out of order. Just make sure the first one is first and the fourth one is last. Though I would generally recommend sticking with the provided path. I think it turned pretty well, since I also had some inspiration for some cool characters out of the Light Novel „Her Majesty’s Swarm“. I hope you like it!

If you want all the parts in one folder check this Link (just click download all in the top right corner): Attack on Snowfall-Village (full quest)

Down below you will find a description of the quests individually, a small description and individual download links.

1 – Road to Snowfall Village by stefan230: Writeup and Material (LND Cloud)

This one is opener for this questline. It basically gets the party up into the mountains up north to Snowfall Village, has them fight some monsters and meet a NPC that will help them along this questline a little and give them a quest. They will also recieve Quest 2 and 3 in this one so they can be tackled out of order if you like.

2 – Snowfall Village Castle by stefan230: Writeup and Material (LND Cloud)

This one is the Quest from the Village Chief of Snowfall Village. He tasked the adventurers with clearing out the monsters out of Snowfall Castle a major tourist attraction in the region and major moneymaker of the village. As the adventurers raid the castle they will find someone very interesting.

3 – Snowfall Village Ruin Exploration by stefan230: Writeup and Material (LND Cloud)

The adventurers decide to help Amelia (the NPC) and explore and ruin that was just found in the peremiter of the village. A wacky adventurer where I had some creative freedom featuring some isekai’d character and a German Brewery. Fun Quest with some riddles for the adventurers to solve. Brain instead of Brawn!

4 – Attack on Snowfall Village by stefan230: Writeup and Material (LND Cloud)

The great Climax of this campaign. I had so much fun designing the enemies for this one and make a neat bow around the plot with some little twist to it as well as give the adventurers some major desicion after they (eventually) manage to defeat this epic boss-battle!

Misc. Quests

Quests that could really fit anywhere. Can be used as traversal quests between two cities. Depending on when you do them and which levels your adventurers have some rework might needed.

Service to an Undead Man by stefan230 (based on the Quest of the in Rulebook): Document

This one is fairly straightforward really. Its a quest from the book with some tragic story written to it. I used it together with „Graveyard Rave“ to built a small session in Arcanletia for the adventurers. Though it could take place anywhere really. Recommended Level is 3.

Graveyard Rave by Patty Cakes modified by stefan230, based on a Quest from the Book: Document

This one is really fun to play. I took Patties Quest and added some more fun to it really and a nice reward for the adventurers, depending on what the adventurers do that is. Intended for Level 3 adventurers.

Circus Monsterphilia by stefan230: Writeup and Material (LND-Cloud)

I had way too much fun writing this Quest. Though just to be honest with you guys its loosely based on Volume 1 of Danmachi, Ganesha is best God lol.  It is intended for Level 5 adventurers and can be used as a quest between „Mystery of Axel II“ and „Mystery of Axel III“, as I have written it for this purpose. It can be used for other purposes as well I think. All monsters you might need are included.

Stuff from the Konosuba TRPG Advanced Rulebook (Japanese Only)

The Japanese version has a second book for this TRPG, a Advanced Rulebook. Lei and some other Community-Members are on the task of tranlating the most useful stuff in it like Item Lists and Skills and such. This book basically adds-on to the rules we have in our english Basic Rulebook.

If you want to help with the translation efforts feel free to join the Konosuba TRPG Discord-Server. I have an invitation at the bottom of this article.

Huge Thank you to Lei, Alternate Soul, Arya and Medbread for all the work you put in!

Watson did also compile all of these Skills into a neat Google Spreadsheet if this is more your fancy. It basically contains the same information as below but is slightly different in how its presented: Konosuba TRPG Skill List (with advaced ruleset and homebrew)

Extra Skills Races

This Section contains some more Skills for the Races you know from basic races and the advanced rulebook includes a few new races to choose from (not yet all translated).

Extra Skills: Reincarnated Person

Isekai Business
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You can use this skill when you purchase an item with a value of no higher than CLx100 KE. You acquire the item without reducing your cash reserves. You can also choose to use this skill when paying for Lifestyle and Base Maintenance costs during Afterplay.

Isekai Business II
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Isekai Business to learn this skill. You can use this skill when you purchase an item with a value of no higher than CLx1000 KE. You acquire the item without reducing your cash reserves. You can also choose to use this skill when paying for Lifestyle and Base Maintenance costs during Afterplay.

Reincarnation Boon: Shield
Timing: Item / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: During Preplay, select one item of the Shield type that you own. The chosen item gains +1 physical defense, and +2 magical defense.

Reincarnation Boon II: Armor
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL:
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Armor to learn this skill. You must be wearing the armor chosen for Reincarnation Boon: Armor to use it. Add +1d6 to all checks that you make. This effect lasts until the end of the round.

Reincarnation Boon II: Power of Fate
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Power of Fate to learn this skill. You can activate it when you have used one or more blessings to add extra dice to a roll. Add a further +2d6 to that roll.

Reincarnation Boon II: Shield
Timing: After damage roll
Check: Auto success
Target: Area
Range: Close
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Shield to learn this skill. You can use it when you have the shield chosen for Reincarnation Boon: Shield equipped. The damage the target(s) receive is reduced by 3d6.

Reincarnation Boon II: Weapon
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Weapon to learn this skill. You can use it before rolling damage for an attack made using the wepon chosen for Reincarnation Boon: Weapon. The damage of your attacks increases by 2d6. This effect lasts until the end of the round.

Extra Skills: Native Inhabitant

Big Eater
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one ability score when you learn this skill. Checks you make using the chosen ability score receive a +2 to the total result. However, your lifestyle costs are increased by 50% and have a minimum of CLx10 KE.

Culinary Tradition
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill affects items of the Food type that recover HP or MP. Add +2 to the effect of those items when you use them.

Deep Faith
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill only has an effect if you have learned a „Faith: ~~ “ general skill. You add +3 to the damage of your attacks and to your HP recovery effects.

Information Network
Timing: Before Check
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Three times per scenario
Effect: Use this skill before you make an Information Gathering check or Enemy Identification check. You receive +2d6 to that check.

Patient Soul
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Your Reaction checks made using Mind receive +1d6.

Talent
Timing: Passive / on creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one Base Ability Score when you choose this skill. Add +3 to that Base Ability Score.

Tenacity
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You have +1d6 to Death Checks.

Extra Skills: Crimson Magic Clan

Chosen of the Elements
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one element when you learn this skill, and write it down as „Chosen of the Elements: Fire“ or similar. When your attack deals damage of the chosen element, add +3 to the damage dealt. You can only learn this skill for one element.

Demonic Power
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Skills with Type: Spell that you use have their Cost lowered by 1 (to a minimum of 1).

Dramatic Comeback
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill activates while you are under the effects of a negative status effect. Add +5 to the damage of your attacks.

Genius
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use immediately before you make a roll that is not a check. Add +2d6 to that roll.

Number One
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill is active when you are not currently engaged with any other characters, whether ally or enemy. Attacks that you make deal +1d6 damage.

Self-introduction
Timing: Setup Process
Check: Mind
Target: Area (Choose)
Range: Vision
Cost: 3
Max SL: 1
Usage Requirements: Once per scene
Effect: You can only use this skill during the first round of combat. Make a Mind check opposed by your targets‘ mind checks. If you win, the targets‘ have their Action Points lowered by 4.

Specialist Spell
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one Spell during preplay. Checks you make for using that skill receive +2 to their total result.

New Race: Demon King Army

For this Base-Stats are also included, since it is a whole new race that got added to the game with advanced rulebook.

Base Stats:
Strength 9
Dexterity 8
Agility 9
Intelligence 9
Perception 7
Mind 8
Luck 7

Combat Form
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: +5 damage to attacks you make. This effect lasts until the end of the round.

Demon King’s Army: Chimera
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When choosing this skill, select two „Demon King’s Army“ skills and gain their benefits.
Weakness: You are treated as „Type: Artificial“. If there is a different „Weakness“ or „Type“ due to the other „Demon King’s Army“ skills chosen, that „Type“ is also applied.

Demon King’s Army: Demi-human
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When in an engagement with a party member, add 2d6 to the damage of your attacks.
Weakness: You are treated as „Type: Demi-human“. Also, your maximum HP is lowered by -10 (to a minimum of 1).

Demon King’s Army: Demon
Timing: After check / On creation
Check: Auto success
Target: Single
Range: Visible
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use this right after the target makes a check. Add +3 to the result of the check.
Weakness: You are treated as „Type: Demon“. Lifestyle during Afterplay costs twice as much.

Demon King’s Army: Magic Beast
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: +5 to all of your attack damage.
Weakness: You are treated as „Type: Magic Beast“. Also, you cannot equip „Equip Slot: Body“ items.

Demon King’s Army: Slime
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: +5 to your Physical Defense.
Weakness: You are treated as „Type: Artificial“. Also, if an attack targeting you is critical, damage is calculated as if your Physical Defense and Magic Defense were 0.

Demon King’s Army: Undead
Timing: Before damage roll / On creation
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Effective on „Type: Undead“. Use before the damage roll of your attack. Recover HP. HP recovered is [CLx3] points.
Weakness: You are treated as „Type: Undead“. Also, you cannot receive the healing effects of skills, HP recovery skills, and items other than those that are effective on „Type: Undead“.

Demon King’s Power
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When gaining this skill select one other skill. SL of the selected skill and Max SL +1.

Element Atunement
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When gaining this skill select one element. Add +5 to Magic Defense. However, you are now weak to the selected element.

Flight
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You can enter a flying state. When entering the scene, choose whether to apply the effect. By using your Move Action, you can cancel the flying state or return to the flying state.

Poison of Wickedness
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1 to the debuff you inflict.

Regeneration
Timing: Cleanup Process
Check: –
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: Effective for „Type: Undead“. Recover HP. HP recovered is equel to CLx3 points.

Extra General Skills

This section just includes more general skills and more basic magic from the advanced rulebook. These skills also include some fun stuff that might make role-playing a certain character in game more fun and add variety:

Extra General Skills

Acrobatics Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill is active when the Action Mod of each of your equipped shields and armor items is at least +0. Increase the total result of your Dodge checks by +1. This skill is also active if you have no shields or armor equipped.

Additional Equipment Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Increase the Weight Limit of equipped items by +5.

Advanced Class Imitation Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Adventurer
Effect: All your Base Ability Scores must be at least 10 to learn this skill. With this skill, even if you are not yet level 10, you can learn Advanced Class skills. However, you can at most learn one Advanced Class skill each time you level up.

Aesthetics Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Intelligence checks made to determine the value and veracity of art pieces. The DM determines the details of the market and price.

Armor Training Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you learn this skill, choose one of Warrior, Priest, Wizard, or Thief. You can equp Shields and Armor with the equipment limitation of the chosen class regardless of your current class. However, while you have an item that you could not normally use equipped, you receive -1d6 to to Detect Trap, Disarm Trap, Sense Threats, and Magic Checks. Treat each class chosen as a separate skill.

Bestseller
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Mind checks when you speak your name as part of negotiations.

Business Sense Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: During Preplay, you receive CLx50 KE.

Ceramics Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Dexterity checks made to create bowls and other tableware. Depending on what you want to make, the DM will set a difficulty and determine what resources are required.

Confession Skill
Timing: Free Action
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You recover 2d6 MP

Cooking Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Dexterity checks made to cook food.

Defense Expertise Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill activates when all Armor type items you have equipped have Equipment Limit: – . Increase your physical defense and magical defense by the amount of Armor items you have equipped.

Dignified Poverty Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill takes effect when you choose Stable Living for your lifestyle. Add +1 to the total result of all Checks you make.

Efficient Defense Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Increase the Action Mod and Movement Mod of each of your equipped shield and armor items by +1 (to a maximum of 0). The effect is applied separately for each item.

Expert Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you learn this skill, choose one class. The total SL of the skills you know from that class must be at least 10. The total check result of checks made for skills of that class are increased by +1. You can learn this skill multiple times, treating each class as a separate skill, such as Expert Warrior.

Fast Eater Skill
Timing: Major Action (Is this meant to be minor or move?)
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scene
Effect: With a single major action, you may use two Food type items that require a major action to use. This effect lasts until the end of your Main Process.

Focus: Adventurer
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Adventurer
Effect: Your class must be Adventurer to learn this skill. Choose one Ability Score, and increase it by 1. You cannot learn more than one Focus skill.

Focus: Archer
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Archer, using a bow
Effect: Your class must be Archer to learn this skill. Increase ranged attack damage by +2. You cannot learn more than one Focus skill.

Focus: Creator
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Creator
Effect: Your class must be Creator to learn this skill. Increase the damage of your attacks by +2. You cannot learn more than one Focus skill.

Focus: Elemental Master
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Elemental Master
Effect: Your class must be Elemental Master to learn this skill. Choose one element when you learn this skill. Your attacks that deal magic damage of the chosen element increase their damage by +3. You cannot learn more than one Focus skill.

Focus: Knight
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Knight
Effect: Your class must be Knight to learn this skill. It is active when you have used your Oath Skill on someone. Your physical defense increases by +2. You cannot learn more than one Focus skill.

Focus: Lancer
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Lancer, spear equipped
Effect: Your class must be Lancer to learn this skill. Increase your Action Points by +2. You cannot learn more than one Focus skill.

Focus: Priest
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Priest
Effect: Your class must be Priest to learn this skill. Increase Mind by +1. Additionally, increase the effect of your Priest skills that recover HP by +1. You cannot learn more than one Focus skill.

Focus: Rune Knight
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Rune Knight
Effect: Your class must be Rune Knight to learn this skill. Your attacks that deal magic damage have their damage increased by +2. You cannot learn more than one Focus skill.

Focus: Swordfighter
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Swordfighter, dagger, one-handed sword or two-handed sword equipped
Effect: Your class must be Swordfighter to learn this skill. Increase the total result your Hit Checks that use weapons by +1. You cannot learn more than one Focus skill.

Focus: Thief
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Thief
Effect: Your class must be Thief to learn this skill. Increase Agility by +1. You cannot learn more than one Focus skill.

Focus: Warrior
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Warrior
Effect: Your class must be Warrior to learn this skill. Increase Strength by +1. You cannot learn more than one Focus skill.

Focus: Wizard
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Wizard
Effect: Your class must be Wizard to learn this skill. Increase Perception by +1. You cannot learn more than one Focus skill.

Intensive Training Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose two Base Ability Scores. Increase one by +3, and decrease the other by -1.

Kill Mark
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: The rewards your party receives for completing Quests increases by 10% (stackable to a maximum of +50%). The GM can choose to apply this effect to Quest Effects, too.

Luxury Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill activates when you choose Suite or Royal for your lifestyle during Preplay. Increase the damage of all your attacks by 1d6.

Natural Enemy Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you learn this skill, choose one enemy Type. When the target of your attacks is that enemy type, your attacks deal +1d6 damage.

Nature’s Beauty
Timing: Passive
Check: –
Target: Self
Range:-
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must know Party Skill to learn this skill. During Preplay, you receive Mind x 100 KE.

Notoriety
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you tell someone your name as part of an attempt to intimidate someone, add +1d6 to your Mind checks.

Painting Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You receive +1d6 to Dexterity checks made to draw pictures. Depending on what you are drawing, the DM can set a difficulty or determine required materials.

Ruthlessness Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill applies when your attacks deal magic damage of an element that your target is weak to. The damage is increased by +1d6.

Scroll Crafting Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You can acquire items with the type: Scroll at a 10% reduced price (round up). However, the GM can decide that this skill is not applicable if desired.

Singing Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Mind checks made to sing prettily.

Thriftiness Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Reduce the Lifestyle costs you pay during afterplay by 10% (stackable, to a minimum of 50%).

Vocal Mimicry Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You add +1d6 to Perception checks made to mimic the cries of animals or voices of people.

Extra General Skills: Basic Magic

Cooldown (Spell Water)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 10m
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: The target’s body temperature is lowered. This reduction in body temperature does not cause damage or apply Debuffs.
Critical: Cost 0

Create Drink (Spell Water)
Timing: Major Action
Check: Magic Check
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: Produces 1 cup of any beverage. The beverage produced may be any color and flavor. The GM may set the difficulty level or require ingredients based on the beverage produced.
Critical: Cost 0

Electro-Hand (Spell Lightning)
Timing: Major Action
Check: Magic Check
Target: Self
Range: –
Cost: 2
Max SL: 1
Usage Requirements: –
Effect: Generates a weak electric current in a part of your body. The GM may set the difficulty level of the Check based on what you choose to do with the electric current.
Critical: Cost 0

Flame Fever (Spell Fire)
Timing: Major Action
Check: Magic Check
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: Creates a pillar of flame or burst of flame behind you. The flame can be any color. This flame does not inflict any damage.
Critical: Cost 0

Foothold (Spell Earth)
Timing: Major Action
Check: Magic Check
Target: See Effect
Range: Close
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Creates a scaffold composed of soil. The GM can choose to set the difficulty level depending on the height of the scaffolds you attempt to create. In which case, the standard is (10+Scaffold Height in Meters×2). The GM can also choose to limit the height of the scaffolds that can be created. This effect lasts until the end of the scene.
Critical: Cost 0

Heat Up (Spell Fire)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 10m
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: The target’s body temperature is increased. This increase in body temperature does not cause damage or apply Debuffs. This effect lasts until the end of the scene.
Critical: Cost 0

Make Sound (Spell Wind)
Timing: Major Action
Check: Magic Check
Target: Scene (Choose)
Range: 20m
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: Generates a sound of your choice from the target’s space. If you want to imitate the sound of something, you need Vocal Mimicry Skill.

Mending (Spell Earth)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Close
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: Effective on objects with at least 1HP remaining. The target’s HP is restored by 2d6.
Critical: Cost 0

Rainbow Mirage (Spell Light)
Timing: Major Action
Check: Magic Check
Target: See Effect
Range: 10m
Cost: 2
Max SL: 1
Usage Requirements: –
Effect: Generates a ray of light of the desired color to a space within the range.
Critical: Cost 0

Shadow Curtain (Spell Darkness)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 10m
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Negates the effect of items the target is using that neutralize Darkness. The target can use the items again after the effect is removed. This effect lasts until the end of the Scene.
Critical: Cost 0

Shape Shadow (Spell Darkness)
Timing: Major Action
Check: Magic Check
Target: Area (Choose)
Range: Close
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: Transforms the shape of the target’s shadow at will. You can make it strike a pose, perform a gesture, or change it into a different shape entirely.
Critical: Cost 0

Versatile Entertainer (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 10m
Cost: 10
Max SL: 1
Usage Requirements: –
Effect: You must have Party Skill SL 1 and Vocal Mimicry SKill SL 1 to learn this skill. The target learns „Party Skill“ and „Vocal Mimicry Skill“ at SL 1, but they can only use them once per Scene. This effect lasts until the end of the Scenario. The GM can choose to set conditions where the effects can be lost.

Voice Mute (Spell Wind)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 10m
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: The target’s voice becomes inaudible. This effect lasts until the end of the scene, or until the target moves or uses a Major Action to remove the effect. The GM can choose to set a difficulty level for the removal of the effect.
Critical: Cost 0

Water Breathing (Spell Water)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Close
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: While in a swimming state, the target’s Movement is no longer reduced, and the target can perform Full Movement. This effect lasts until the end of the Scene.

Wind Voice (Spell Wind)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Vision
Cost: 2
Max SL: 1
Usage Requirements: –
Effect: When the check succeds, your voice is delivered to the target. The GM can choose to set the difficulty level based on the message you are attempting to convey.
Critical: Cost 0

Extra Skills Classes

This Section includes extra skills from the advanced rulebook. In the first section there are the 4 basic classes of Warrior, Thief, Wizard and Priest. After that you have all the extra classes, which had 3 skills each in the base-rulebook. After that you will find more skills for the advanced classes. Though those will be added at a later date.

Basic Classes

Extra Skills: Warrior

All-out Attack
Timing: Setup Process
Check: Auto success
Target: Self
Range:-
Cost: –
Max SL: 5
Usage Requirements: Once per scene
Effect: Your hit checks for close-combat attacks gain +1d6, and you deal SLx4 extra damage. Your physical defense and magical defense suffer a -20 penalty (to a minimum of 0). This effect lasts until the end of the round.

All-Purpose Defense Skill II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: You must have All-Purpose Defense Skill SL 3 to learn this skill. When you activate a skill that lowers incoming damage (note: does not increase defense), increase the effects of that skill by SLx2.

Close Combat
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: When you are in an Engagement that is Blocked, your close-combat attacks deal SLx5 extra damage.

Deflect
Timing: After damage roll
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: Once per round
Effect: This skill only works when you are attacked by an enemy who is Enraged. Use it after the damage roll of an attack that includes you as a target. The damage of that attack is reduced by SLx5.

Dual Weapon Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using a dual weapon
Effect: You add +1d6 to the hit checks of your weapon attacks. If your weapon attacks result in a critical hit, you deal +1d6 extra damage.

Fury Skill
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Once per round
Effect: You can use this skill when one of your attacks causes an enemy to become knocked-out or die. The damage of your attacks increases by +5. This effect lasts until the end of the scene, and can stack up to SL times.

Foresight (Warrior)
Timing: After damage roll
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 5
Usage Requirements: –
Effect: Use this right after a damage roll that would deal you physical damage. Subtract SLx3 from the damage.

Heavy Attack II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must have Heavy Attack SL 5 to learn this skill. Choose one type of debuff when you learn it. If you hit an enemy with Heavy Attack and deal at least 1 point of damage, the target of your attack suffers the chosen debuff. If an effectiveness is required, that effectiveness is 1.

One-handed Weapon Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using a one-handed weapon
Effect: Add +2 to the final result of the hit check, and +1 to damage of a weapon attack

Rampart II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must have Rampart SL 5 to learn this skill. The effects of Rampart change from „Add SLx3 to your physical defense“ to „Add SLx3 to your physical defense and magic defense“.

Resistance Crush
Timing: Major Action
Check: Hit Check
Target: Single
Range: 20m
Cost: 7
Max SL: 5
Usage Requirements: –
Effect: Make a weapon attack against the target. Your attack deals no damage. Instead, the target’s magic defense is reduced by SLx4 (to a minimum of 0). This effect lasts until the end of the round.
Critical: Cost 0

Shield Block
Timing: Before check
Check: Auto success
Target: Single
Range: Close
Cost: 3
Max SL: 1
Usage Requirements: Shield equipped
Effect: This skill cannot be used on yourself. Use it when the target is about to make a Dodge check. The total result of the dodge check is increased by +2.

Shield Move
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 3
Usage Requirements: Shield equipped
Effect: Perform a combat move. If you moved, your physical defense and magical defense increase by SLx3. This effect lasts until the end of the round.

Two-handed Weapon Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using a two-handed weapon
Effect: Add +1 to the final result of the hit check, and +3 to damage of a weapon attack.

Whirlwind Attack
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: When you use Mow Down, if the targets of your weapon attack suffers at least 1 damage, they take the debuff Knockback (SL).

Wind Slash
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: Use this skill before the damage roll of a close-combat attack. Add your Agility to the damage.

Extra Skills: Priest

Anti-Field (Spell)
Timing: Major Action
Check: Magic Check
Target: See Effect
Range: Close
Cost: 6
Max SL: 5
Usage Requirements: –
Effect: Add SL×4 to magic defense of you and any other characters in the same engagement. Apply this effect to characters that enter this engagement, and remove this effect from characters that leave this engagement. This effect lasts until the end of the round, or until you move.

Divine Technique Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Add SL+1 to magic checks.

Exorcism Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Using a Blunt weapon
Effect: Add SL×5 to the damage of your attacks against Undead or Demon.

False Fire (Spell)
Timing: Setup Process
Check: Magic Check
Target: Area (Choose)
Range: 20m
Cost: 7
Max SL: 1
Usage Requirements: Once per scene
Effect: Apply „Enraged“ to the targets.

Fanaticism Skill
Timing: Setup Process
Check: Auto Success
Target: Self
Range: –
Cost: 8
Max SL: 1
Usage Requirements: –
Effect: You must have Faith Skill SL 1 to learn this skill. Add [SL of „Faith Skill“] ×3 to your non-magic attacks that deal piercing damage. Also, reduce your Dodge Checks by -1d6. These effects last until the end of the round.

Glory (Spell)
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 2
Max SL: 5
Usage Requirements: –
Effect: Priest and Arch-Priest Spells with Range: Close become Range: SL×5m.

Haste II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: You must have Haste SL 5 to learn this skill. Add SL×4 to the damage of weapon attacks made by targets under the effects of Haste.

Healing Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: –
Effect: Effective on Skills and Items that require Dice Rolls. Add SL×4 to the effects of any Skils or Items that recover HP.

Holy Guard
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Add SL+1 to your physical defense and magicdefense. Also, reduce the damage you take from Undead or Demons by SL×2.

Holy Hammer (Spell)
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 5
Max SL: 3
Usage Requirements: Using a Blunt weapon
Effect: Add SL×3 to the damage of your close-combat attacks. Also, if you deal at least 1 HP of damage to a Undead or Demon target, apply Stunned to that target. These effects last until the end of the Main Process.

Holy Immunity (Spell)
Timing: Setup Process
Check: Magic Check
Target: Single
Range: 20m
Cost: 7
Max SL: 5
Usage Requirements: –
Effect: Effective on Debuffs with effectiveness levels. Reduce the effectiveness level of Debuffs that are applied to the target by -(SL). If the effectiveness level becomes 0, the Debuff is not applied to the target. This effect lasts until the end of the round.
Critical: Cost 0

Life and Health (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Close
Cost: 1
Max SL: 5
Usage Requirements: SL times per Scenario
Effect: Add 1d6 to Death Checks performed by the target. This effect lasts until the end of the Scenario.
Critical: Cost 0

Rescue (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: See Effect
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: Move the target so that they are in engagement with you, even if the target is in a blocked engagement. The target can choose to refuse this effect. The range of this Skill is SL x 5m.
Critical: Cost 0

Sacred Light II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: You must have Sacred Light SL 5 to learn this skill. While under the effects of Sacred Light, your Priest and Arch-Priest skills that make attacks or HP recovery spells have their target changed to Target: Area (SL×2 targets).

Saint Jail (Spell)
Timing: Major Action
Check: Magic Check
Target: See Effect
Range: 20m
Cost: 10
Max SL: 5
Usage Requirements: –
Effect: Targets an engagement with one or more characters within the range. That engagement becomes a Blocked Engagement. Also, reduce the final check scores of checks made by Undead or Demon by -3. This effect lasts until the targeted engagement has no characters, or until the scene ends.

Extra Skills: Wizard

Chanting Proficiency Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: –
Effect: Add SL+1 to the final check score of your magic checks.

Contact Casting Skill (Spell)
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 3
Max SL: 5
Usage Requirements: –
Effect: The Range of your spells you use become Range: Close, add SL(d6) to the damage. This effect lasts until the end of the Main Process.

Elemental Mastery Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you have learned 3 or more spells, add +2 to the final check scores of magic checks you make.

Explosive Enhancement Skill
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 3
Max SL: 5
Usage Requirements: –
Effect: Add SL×4 to the damage of your spells that have Target: Area, Area (Choose), Area (n targets), or Scene (Choose), and change their Target to Target: Area. These effects last until the end of the Main Process.

Fist of Wind (Spell Wind)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 10m
Cost: 8
Max SL: 5
Usage Requirements: –
Effect: Move the target to a location within SL×5m in any direction you choose. The target can leave engagement by this effect, even if they are blocked.

Illusion (Spell Light)
Timing: Major Action
Check: Magic Check
Target: Area (Choose)
Range: 20m
Cost: 5
Max SL: 1
Usage Requirements: Once per Scene
Effect: Perform a Magic Check against the targets’ Perception. If you win, apply Dazed to the target. This effect lasts until the end of the round.

Leap of Wind (Spell Wind)
Timing: Move Action
Check: Auto Success
Target: –
Range: Self
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: Enter the Flying state and perform combat movement. You do not have to move. This Flying state lasts until the end of the Main Process.

Magic Counter (Spell Light)
Timing: Reaction
Check: Magic Check
Target: Single
Range: Vision
Cost: 10
Max SL: 3
Usage Requirements: SL times per Scenario
Effect: Perform a Magic Check as a Reaction against the target’s Special Attack or Spell. If you win, the attack on you fails.

Magic Staff Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Using a Blunt weapon
Effect: When equipped with a Blunt Weapon with Equip Slot: Both, add SL×3 to the damage of your Magic Attacks.

Magical Enhancement Skill II
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 3
Max SL: 3
Usage Requirements: –
Effect: You must have Magical Enhancement Skill SL 5 to learn this skill. Add SL to the final check scores of Checks you make. This effect lasts until the end of the Main Process.

Magical Knowledge Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you have learned 4 or more spells or general skills, reduce the cost of general skills and wizard skills by -1 (to a minimum of 1).

Magic Maintenance Skill
Timing: Cleanup Process
Check: Auto Success
Target: Self
Range: –
Cost: See Effect
Max SL: 1
Usage Requirements: –
Effect: Choose one Spell you used this round, that lasts until the end of the round. Its effect lasts until the end of the next round instead. This Skill’s Cost is double.

Mana Convergence II
Timing: Mana Convergence
Check: Auto Success
Target: Self
Range: –
Cost: 3
Max SL: 3
Usage Requirements: –
Effect: You must have Mana Convergence SL 3 to learn this skill. When you use Mana Convergence, you can make the Magic Attack become Target: Single, and add +2d6 to the damage of that attack. These effects last until the end of the Main Process.

Paralyze (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 7
Max SL: 1
Usage Requirements: –
Effect: Apply Intimidated and Off-Balance to the target. If the GM allows it, the target may be unable to move.

Weak-Point Focus Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: If the target of a magic attack you perform has a debuff applied, add SL×5 to the damage of that attack.

Extra Skills: Thief

Bind II
Timing: Cleanup Process
Check: Auto Success
Target: See Effect
Range: See Effect
Cost: 8
Max SL: 5
Usage Requirements: Using a Whip
Effect: You must have Bind SL 5 to learn this skill. Inflict SLx5 HP loss to those under the effects of your Bind.

Boomerang Edge
Timing: Major Action
Check: Hit Check
Target: Single
Range: Weapon
Cost: 3
Max SL: 5
Usage Requirements: Using a Dagger
Effect: Make a ranged throwing attack. Add SL×4 to the damage of this attack, and the weapon is returned to you, equipped. You can use weapons for this attack, even if they aren’t throwable.

Final Rush Skill
Timing: Passive
Check: –
Target: –
Range: Self
Cost: –
Max SL: 3
Usage Requirements: –
Effect: If the target of your close-combat attack has a Debuff, add SL×5 to that attack’s damage.

Guard Crush
Timing: Major Action
Check: Hit Check
Target: Single
Range: 20m
Cost: 7
Max SL: 5
Usage Requirements: –
Effect: Perform a weapon attack against the target. The attack inflicts no damage during the Damage Roll Step. Instead, reduce the target’s Physical Defense by -SL×5 (to a minimum of 0). This effect lasts until the end of the round.

Lucky Fever
Timing: See Effect
Check: Auto Success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per Scenario
Effect: Add Luck to the final check score of rolls when you are rolling to determine Loot. Also applies to rolls to determine Loot caused by skills such as Steal.

Mach Rush
Timing: Major Action
Check: Hit Check
Target: Single
Range: Weapon
Cost: 2
Max SL: 1
Usage Requirements: –
Effect: Can be learned if you have SL1 Speed Rush. Make a physical attack. Add (SL of Speed Rush)×3 to the damage of this attack.

Restricting Skill
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Using a Whip
Effect: If you deal at least 1 HP of damage to a target, apply Off-Balance. If the target already has Off-Balance, apply a 5 points HP Loss instead. This effect lasts until the end of the Main Process.

Snake Wire
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You can treat skills with „Using a Whip“ or „Whip Equipped“ requirements as „Using a Dagger/Whip“ and „Dagger/Whip Equipped“.

Sneaking Enhancement
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Stealth State
Effect: Can be learned if you have SL 1 of Sneaking Skill. Add SL+1 to the final check score of opposition checks you make while in Stealth state.

Technical Skill II
Timing: Move Action
Check: Auto Success
Target: –
Range: Self
Cost: –
Max SL: 3
Usage Requirements: Using chosen weapon, Once per Scene
Effect: You must have Technical Skill SL 3 to learn this skill. Add SL×10 to the damage of attacks made with the weapon chosen for Technical Skill. This effect lasts until the end of the Main Process. Any weapons used to attack are lost at the end of the Main Process.

Trap Precautions Skill
Timing: Before a Check
Check: Auto Success
Target: Single
Range: Close
Cost: 4
Max SL: 3
Usage Requirements: –
Effect: Effective for checks performed when a Trap is triggered. Add SL+2 to the final check score of the check performed by the target.

Vigilance Skill
Timing: Setup Process
Check: Auto Success
Target: Self
Range: –
Cost: 2
Max SL: 3
Usage Requirements: –
Effect: Add SL×2 to the final check score of your Dodge Checks. This effect lasts until the end of the round.

Winding Maneuver
Timing: Move Action
Check: Auto Success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Using a Dagger/Whip
Effect: If at least 1 HP of damage is dealt to the target with a weapon attack, apply Dazed to that target. This effect lasts until the end of the Main Process.

Wire Action
Timing: Before a Check
Check: Auto Success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Whip Equipped, SL times per Scenario
Effect: Add +3 to the final check score of Jumping, Scaling, and Agility checks.

Wire Action II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must have Wire Action SL 3 to learn this skill. Change Wire Action’s target and range to Target: Single and Range: Close.

Extra Classes

Extra Skills: Archer

Arc Shot
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Using bow
Effect: The target of your ranged attacks suffer a -1d6 penalty to their Dodge checks. This effect lasts until the end of your Main Process.

Arrow Shower
Timing: Major Action
Check: Hit Check
Target: Area (Choose)
Range: Weapon
Cost: 3
Max SL: 1
Usage Requirements: Using bow
Effect: Perform a ranged attack against the targets.
Critical: Add dice

Continuous Shot
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: Using bow, once per scene
Effect: Your attack’s target becomes Target: Single, and adds SLx5 extra damage. This effect lasts until the end of your Main Process.

Counter Shot Skill
Timing: After damage roll
Check: Auto success
Target: Single
Range: 10m
Cost: 4
Max SL: 1
Usage Requirements: Bow equipped, once per defense
Effect: This skill can be used in response to damage rolls for Ranged Attacks, Magic Attacks, and Special Attacks. The target reduces damage taken by a value equal to your equipped bow’s Attack Power/2.

Distant Sniping Skill
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost:4
Max SL: 3
Usage Requirements: –
Effect: The range of your Ranged Attacks increases by SLx10m and the total result of your hit checks gains a +2 bonus. This effect lasts until the end of your Main Process.

Distracting Shot
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: Bow equipped
Effect: Perform a Combat Movement. If you move, your Dodge checks gain +1d6. This effect lasts until the end of the round.

Double Shot
Timing: Major Action
Check: Hit Check
Target: Two separate single targets
Range: Weapon
Cost: 6
Max SL: 1
Usage Requirements: Using bow
Effect: Perform a Ranged Attack against the targets.
Critical: Add dice

Foresight II (Archer)
Timing: Passive
Check: –
Target: Self
Range:-
Cost: –
Max SL: 1
Usage Requirements: Using bow
Effect: You must have Foresight SL 5 to learn this skill. It is active only when you are under the effects of Foresight, giving +1d6 to the Hit Checks of Ranged Attacks.

Leg Shot Skill
Timing: Major Action
Check: Hit Check
Target: Single
Range: Weapon
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: Perform a Ranged Attack against the target. If you deal at least 1 damage, the target’s Movement is reduced by SLx5. This effect lasts until the end of the round.
Critical: Add dice

Magic Bullet
Timing: See effect
Check: Automatic success
Target: Self
Range: –
Cost: 8
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Use at the same time as a Ranged Attack. The target’s allies cannot take the Protect action to defend them. If a skill or item allows for using the Protect action, that skill or item also cannot be used.

Point Blank Shot
Timing: Move Action
Check: Auto success
Target: Self
Range:-
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: You can perform Ranged Attacks even against targets you are currently Engaged with. This effect lasts until the end of your Main Process.

Quick Shot Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Increase the Action Mod of Bow-type weapons you have equpped by SLx3 (max 0).

Second Arrow
Timing: After damage roll
Check: Auto success
Target: Single
Range: Weapon
Cost: –
Max SL: 3
Usage Requirements: Bow equipped, SL times per scenario
Effect: You can use this skill after the target has suffered at least 1 damage from an attack. Choose a bow-type weapon you have equipped. This skill’s range is the same as that weapon’s range. The target suffers HP Loss equal to the chosen weapon’s Attack Power. You cannot use this skill in response to your own attacks‘ damage rolls.

Sureshot Skill
Timing: Before hit check
Check: Auto success
Target: Self
Range: –
Cost: 20
Max SL: 1
Usage Requirements: Using bow, once per scenario
Effect: Use before making a hit check for a Ranged Attack. Any reactions against this attack automatically fail, and for this attack, the target may use neither skills with Timing: Reaction nor items with Timing: Reaction.

Weapon Skill: Bow
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using bow
Effect: Your Hit Checks that use a bow receive +1d6. You cannot use more than one Weapon Skill at the same time.

Extra Skills: Elemental Master

Exchange Spirit
Timing: Initiative Process
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: 1/round
Effect: This skill must be used while under the effects of Place Spirit. Choose an element. The element of your Place Spirit effect changes to the chosen element.

Fixed Placement
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: SL times per scene
Effect: Only works when under the effects of Place Spirit. Use this skill when the effects of a skill, item, or trap tries to move you from your position. You do not move.

Place Spirit II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must have Place Spirit 3 to learn this skill. Choose one ability score when you learn this skill. When you are under the effects of your Place Spirit, add +2 to the total result of your checks made with the chosen ability score.

Simultaneous Spirit Attack
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: When you use this skill, change the target of Spirit Attack from Single to Scene (Choose SL+1). Note that you cannot attack targets that are further away than Spirit Attack’s range (20m).

Spirit Activation (Spell)
Timing: After check
Check: Auto success
Target: Single
Range: 20m
Cost: 4
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Use this skill after the target makes a check, and choose one element. The target’s check suffers a -2 penalty. If the target is the same element as the one you chose, it suffers a -3 penalty instead.

Spirit Attack (Spell, see effect)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: Can only be used while under the effects of Place Spirit. Make a Magic Attack against the target. This attack deals 2d6+10 damage of the same element chosen for Place Spirit. This skill’s type is treated as Spell (Place Spirit’s Element).

Spirit Barrier (Spell)
Timing: After damage roll
Check: Auto success
Target: Single
Range: Close
Cost: 7
Max SL: 3
Usage Requirements: –
Effect: Can only be used while under the effects of Place Spirit. Reduce damage taken by the target by (SLx2)d6. After you use this skill, the effects of Place Spirit end.

Spirit Blessing (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Close
Cost: 3
Max SL: 5
Usage Requirements: –
Effect: Select an element when you use this skill. The target’s attacks that deal magic damage of the chosen element deal an extra SLx3 damage. This scene lasts until the end of the scene.
Critical: Cost 0

Spirit Endowment (Spell, see effect)
Timing: Minor Action
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: You must be under the effects of Place Spirit to use this skill. The damage of your weapon attacks becomes magic damage of the element chosen for Place Spirit. This effects lasts until the end of your Main Process. This skill’s type is Spell (Place Spirit’s element).

Spirit Endowment II (Spell, see effect)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: Requires Spirit Endowment SL 1 to learn. You must be under the effects of Place Spirit to use this skill. The damage of the target’s weapon attacks becomes magic damage of the same element chosen for your Place Spirit skill. This effect lasts until the end of the scene, or until Place Spirit ends. This skill’s type is Spell (Place Spirit’s chosen element).

Spirit Fusion (Spell)
Timing: Setup Process
Check: Magic Check (? I think this should be auto success)
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: SL times per scene
Effect: Choose an element when you use this skill. It affects magic damage rolls of the chosen element, increasing their damage by 2d6. Additionally, you are treated as being Element: (chosen element). This effect lasts until the end of the round.
Critical: Cost 0

Spirit Magic
Timing: When using Place Spirit
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Use at the same time as Place Spirit. Choose one General Skill of with type Spell (Place Spirit’s element). You temporarily learn that skill, and may use it with cost 0. You cannot choose skills that require learning another skill to learn. This effect lasts until the end of the scene, or until the effects of Place Spirit end.

Spirit Power
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Choose one element when you learn this skill. Skills of the type Spell (the chosen element) have their cost reduced by SL (min 1). Write this skill down as Spirit Power: Light, or similar, and treat each element as its own skill.

Spirit Revolt
Timing: Minor action
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Choose one element when you learn this skill. This skill affects magic damage of the chosen element, increasing damage you deal of that type by your Mind. This effect lasts until the end of your main process. Write the skill down as „Spirit Revolt: Light“ or similar, and treat each element as its own skill.

Spirit Support (Spell)
Timing: Setup Process
Check: Magic Check
Target: Single
Range: 20m
Cost: 7
Max SL: 1
Usage Requirements: –
Effect: Choose an element when you use this skill. It affects skills that the target uses with type Spell (chosen element). Add +1d6 to Magic Checks made for these skills. This effect lasts until the end of the Scene, or until the target moves.
Critical: Cost 0

Extra Skills: Creator

Accuracy Interference Skill
Timing: Before check
Check: Auto success
Target: Single
Range: Vision
Cost: 6
Max SL: 3
Usage Requirements: 1/round
Effect: Use before the target makes a Hit Check. That Hit Check’s result is reduced by SLx2.

Assault Circle
Timing: Before damage roll
Check: Auto success
Target: Single
Range: 20m
Cost: 7
Max SL: 5
Usage Requirements: Once per round
Effect: Use right before the target makes a damage roll. The damage is increased by SL d6. You roll the extra damage. You cannot target yourself with this skill.

Blocking Circle
Timing: Setup Process
Check: Auto success
Target: Single
Range: 20m
Cost: 6
Max SL: 1
Usage Requirements: Once per scene
Effect: The engagement the target is in becomes Blocked. The target may refuse this effect. The effect continues until the target performs a movement, becomes knocked out, or dies.

Booby Trap II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill is active when you are under the effects of Booby Trap. Attacks you make deal SL(d6) extra damage.

Create Earth Golem (Spell)
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 5
Usage Requirements: –
Effect: You create a weapon with the below parameters, and equip it. This item is lost at the end of the scene.
Type: Golem
Level: 1
Weight: 0
Hit Mod: 0
Atk Power: Intelligence + SLx3
Action Mod: 0
Range: Close
Equip Slot: Both

Create Shield
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 3
Usage Requirements: –
Effect: Add SLx2 to Dodge checks you make. This effect does not apply to attacks made by characters that are in the same Engagement as you. The effect lasts until the end of the scene, or until you perform a movement.

Defense Interference Skill
Timing: Before check
Check: Auto success
Target: Single
Range: Vision
Cost: 8
Max SL: 3
Usage Requirements: 1/round
Effect: Use before the target performs a Reaction. That reaction’s total result is reduced by SLx2.

Delaying Circle
Timing: Setup Process
Check: Auto success
Target: Single
Range: 20m
Cost: 6
Max SL: 3
Usage Requirements: SL times per scene
Effect: The target’s Action Points are lowered by 2d6. This effect lasts until the end of the round.

Golem Charge (Spell)
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 5
Usage Requirements: Using Golem
Effect: The range of your close-combat attacks becomes SLx5m, and you can use them against enemies you are not currently engaged with. This effect lasts until the end of your Main Process.

Golem Combat
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: Using Golem
Effect: You add SL+1 to Hit Checks made using a Golem-type weapon.

Golem Defense (Spell)
Timing: After damage roll
Check: Auto success
Target: Single
Range: 5m
Cost: 6
Max SL: 1
Usage Requirements: Golem equipped
Effect: Use after a damage roll that deals damage to you. That damage is reduced by the Atk Power/2 of a Golem-type weapon you have equipped.

Golem Maintenance (Spell)
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 1
Usage Requirements: Golem equipped
Effect: Use this skill at the end of the scene. You do not lose one Golem-type item you have equipped.

Misdirection Trap
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: The total result of your attacks‘ hit checks is increased by SLx2. This effect lasts until the end of the round.

Trap Attack
Timing: Major action
Check: Perception
Target: Single
Range: 20m
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: Make a Special attack agains the target. A Perception check is treated as the hit check, and damage is (SL+1)d6+10+CL points of physical damage.
Critical: Add dice

Trap Combo
Timing: Major Action
Check: Auto success
Target: Self
Range: –
Cost: 10
Max SL: 1
Usage Requirements: Once per round
Effect: You must have Trap Attack SL 5 to learn this skill. By using this skill, you may use Trap Attack and another skill you know with Timing: Major Action in the same round. You can choose which order to use them in, and they may have the same or different targets.

Extra Skills: Swordfighter

Attack Detection
Timing: Set-up Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: –
Effect: Reactions that you perform against attacks have their total result increased by SL. This effect lasts until the end of the scene or until you perform a movement.

Cut Away
Timing: Reaction
Check: Hit Check
Target: Single
Range: Vision
Cost: 6
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, SL times per scenario
Effect: As a reaction in response to a ranged attack or magic attack performed by the target, make a hit check using an equipped dagger, one-handed sword, or two-handed sword. If you win, the target’s attack against you fails.

Cut Through
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, SL times scene
Effect: Use this skill directly after making a close-combat attack against a target in the same engagement as you. You immediately perform a Withdrawal.

Fencing Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: Your Hit Checks for weapon attacks receive a bonus of SL+1 to the final check result.

First Strike (Sen no Sen)
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: Requires Quick-Draw Technique SL 3 to learn. This skill’s effects apply only on enemies that are still Ready, and who have not declared that they will wait. Your weapon attacks against such targets increase their damage by Quick-Draw Technique’s SLx3. This effect lasts until the end of the round.

Flashing Blade
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: Use this right before a close-combat attack’s damage roll. That attack’s damage is changed into Void element magic damage.

Illusory Edge
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: If the Hit Check you make for a weapon attack rolls at least one 6, that roll is treated as a critical hit. The additional damage dealt is determined as normal (if you roll one 6, +1d6. 2 sixes, +2d6). This effect lasts until you inflict a critical hit, or until the end of the scene.

Kamaitachi
Timing: Major action
Check: Hit check
Target: Single
Range: See effect
Cost: 4
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: Make a close-combat attack against the target. That attack has a range of SLx10m, and can be used even against enemies you are not engaged with.
Critical: Add dice

Pitilessness
Timing: Cleanup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: This skill only works on skills with „per scene“ usage requirements. Choose one such skill. You recover one use of that skill. You can’t use Pitilessness to bring the amount of available uses above the skill’s normal limit.

Quick-Draw Technique II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: You must have Quick-Draw Technique SL 3 to learn this skill. It activates when you are under the effects of Quick-Draw Technique. The targets of your close-combat attacks have -10 physical defense and magical defense (to a minimum of 0).

Sword Defense Skill
Timing: After damage roll
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per defense
Effect: When you use this skill, choose one dagger, one-handed sword, or two-handed sword that you have equipped. You lower the damage taken by the chosen weapon’s attack/2.

Sword Pressure
Timing: Minor Action
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: Your weapon attacks deal SLx3 additional damage. Additionally, if you deal at least 1 point of damage to the target, they receive the Intimidated status.

Sword Training
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: All weapons of the dagger, one-handed sword, or two-handed sword types that you equip have their Action Point adjustment treated as SLx2 points higher (to a maximum of 0).

Weapon Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using chosen weapon
Effect: Upon acquiring this skill, select one weapon type. Write this skill down with the chosen type, such as Weapon One-Handed Sword. Add 1d6 to any hit checks made with the chosen weapon. Treat instances of Weapon Skill for other weapons as separate skills. You cannot apply more than one Weapon Skill at a time.

Windless Edge
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: Use this skill before rolling damage for a weapon attack that resulted in a critical hit. The damage of that attack increases by SLx10.

Extra Skills Knight

Close Guard
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill is active when you are in a Blocked engagement. Your physical defense and magical defense increase by SLx3. If you cover someone, you cannot use this skill.

Code of Chivalry
Timing: After damage roll
Check: Auto success
Target: Single
Range: Close
Cost: 3
Max SL: 1
Usage Requirements: Once per defense
Effect: You cover the target. You can cover them even if you are spent, and you do not become spent after covering them. If the target of this skill is the target of your Oath Skill, treat range as 20m.

Command Skill
Timing: Set-up Process
Check: Auto success
Target: Area (Choose)
Range: Close
Cost: 7
Max SL: 3
Usage Requirements: –
Effect: Increase the damage of the targets‘ attacks by SLx3. This effect lasts until the end of the round.

Eradication Skill II
Timing: Before Check
Check: Auto success
Target: Self
Range: –
Cost: 9
Max SL: 3
Usage Requirements: SL times per scene
Effect: Requires Eradication Skill SL 3 to learn. Can only be used when under the effects of Eradication Skill. Activate the skill before you make a weapon attack hit check. Add 2d6 to that hit check.

Escort
Timing: Move action
Check: Auto success
Target: See effect
Range: See effect
Cost: 4
Max SL: 1
Usage Requirements: Once per round
Effect: Choose one character in the same engagement as you. You may make a Combat Movement. The chosen character moves with you to your destination. The target can refuse this effect.

Immortal Determination
Timing: Set-up Process
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: –
Effect: Your weapon attacks deal SLx2 additional damage, and your physical defense increases by SLx2. This effect lasts until the end of the scene. However, if you ever take the Withdrawal action, you cannot benefit from this skill for the rest of the scenario.

Nioudachi: You Shall Not Pass
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: The engagement you are currently in becomes Blocked. This effect lasts until you move, become knocked out, or die.

Rallying Skill
Timing: Set-up Process
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 3
Usage Requirements: SL times per scenario
Effect: You can only use this skill when you have used Oath Skill on someone. Move to the engagement that the target of your Oath Skill is in. The movement granted by this skill ignores engagement and blockages.

Shield Crash
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Shield equipped
Effect: You can only use this skill directly before a close-combat attack’s damage roll. Increase the damage by the weight of one shield that you have equipped.

Shield Defense Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Shield equipped
Effect: Your physical defense increases by SL, and your magic defense increases by SLx2.

Strengthened Oath: Encouragement
Timing: Before Check
Check: Auto success
Target: Single
Range: Scene
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: This skill can only be used on the target of your Oath Skill. Use it before the target makes a check. Add 1d6 to the total result of the check.

Strengthened Oath: Inspiration
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: When the target of your Oath Skill is in the same scene as you, the cost of skills you use is reduced by SL (min 1).

Strengthened Oath: Protection
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill is active only when the target of your Oath Skill is in the same scene as you. Physical defense and Magical defense increase by SLx2.

Oath Support: Substitution
Timing: See effect
Check: Auto success
Target: Single
Range: Scene
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: You can only use this skill when the target of your Oath Skill receives a negative status effect. Immediately transfer the negative status effect to yourself. If they received multiple negative status effects, transfer all of them.

Struggle
Timing: Major Action
Check: Hit Check
Target: Single
Range: Weapon
Cost: 5
Max SL: 3
Usage Requirements: –
Effect: Make a close-combat attack against the target. The damage of this attack increases by SLx3. If the target of this attack is a mob enemy, the damage increases by SLx5 instead.

Extra Skills: Lancer

Anti-air Skill
Timing: Move action
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill works when the target of your attack has the Flying status. Your damage with weapon attacks increases by SLx5. If this attack deals at least 1 damage, the target’s Flying status ends. This effect lasts until the end of your Main Process.

Diversion II
Timing: When using diversion
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Once per scene
Effect: You must have Diversion SL 3 to learn this skill. Use it at the same time as Diversion. The target of Diversion suffers -1d6 to checks made as part of Major Actions. This effect lasts until the end of the round.

Heavy Thrust
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 10
Max SL: 3
Usage Requirements: Using spear, SL times per scenario
Effect: Perform a weapon attack. This attack’s target changes to Single, and you add the weight of the weapon used to damage (Max +20). This effect lasts until the end of your main process.

Jump Move
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 3
Usage Requirements: Spear equipped, SL times per scene
Effect: You gain the Flying status and may immediately perform a combat move. You may choose not to move if you do not want to. The Flying status ends at the end of your movement.

Lance Style: Light
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Using spear, using one-handed weapon
Effect: Increase the total result of your Dodge checks by 2, and increase your weapon attacks‘ damage by SLx2.

Lance Style: Heavy
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Spear equipped, two-handed weapon equipped
Effect: Your physical defense increases by +3, and your magical defense increases by SLx2.

Long Battle
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Using spear
Effect: Your close-range attacks can target even enemies you are not engaged with. The range of these attacks becomes 5m. This effect lasts until the end of your Main Process.

Multiple Lancing
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Spear equipped
Effect: This skill activates when you only have one weapon equipped. That weapon’s attack power increases by +2. Additionally, regardless of the weapon’s equipment slot type, you can use it for all skills that require one-handed or two-handed weapons.

Spear Sense
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Spear equipped
Effect: Increase Perception by +2.
A skill that shows your skills are so polished you can sense your surroundings from the tip of your spear.

Spear Turn
Timing: After damage roll
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 3
Usage Requirements: Using spear, SL times per scene
Effect: Use this skill when receiving magic damage. The magic damage is reduced by 3d6.

Spiral Thrust
Timing: Before damage roll
Check: Auto success
Target: Single
Range: Close
Cost: 7
Max SL: 3
Usage Requirements: Using spear, once per scene
Effect: Use before making a damage roll for a weapon attack. The damage of that attack cannot be reduced by skills or item effects. Additionally, the defense and magic defense of the target are treated as SLx4 points lower (to a minimum of 0).

Swift Thrust
Timing: Minor action
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: Using spear
Effect: Add Perception to the damage of your weapon attacks. This effect lasts until the end of your Main Process.

Weapon Skill: Spear
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using spear
Effect: Your Hit Checks for weapon attacks gain +1d6. You cannot use more than one Weapon Skill at the same time.

Windmill
Timing: Major Action
Check: Hit Check
Target: Area (Choose)
Range: Weapon
Cost: 5
Max SL: 3
Usage Requirements: Using spear
Effect: Perform a weapon attack against the target(s). If there are 2 or more Mob enemies among the targets, the damage of the attack increases by SLx2.

Zone of Lancer
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Spear equipped
Effect: The engagement you are in becomes Blocked. This effects lasts until you perform a movement, become knocked out, or die.

Extra Skills: Rune-Knight

Barrier Rune (Spell)
Timing: After damage roll
Check: Automatic success
Target: Area (Choose)
Range: Close
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill spends one gem item when used. Use it directly after the target(s) take damage. That damage is reduced by (SL)d6.

Combo Rune
Timing: Setup Process
Check: Automatic success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per Scene
Effect: When you use this skill, choose two other Rune Knight skills with timing: Setup process. You can use both skills immediately, in any order you choose, and they can have the same or different targets. This skill cannot be used to activate any skills that give you further extra actions in the Setup Process, and it cannot be used to activate itself.

Conversion Rune (Spell)
Timing: Before damage roll
Check: Automatic success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Only works on magic damage. Spend one gem item before making the damage roll. The damage of the attack is increased by 2d6.

Curse Rune
Timing: Major
Check: Hit Roll
Target: Single
Range: Weapon
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Make a physical attack against the target. If that attack deals at least 1 damage, the target takes a -1d6 penalty to all major action checks. This effect lasts until the end of the round.
Critical: Add dice

Destruction Rune (Spell)
Timing: Setup Process
Check: Magic Check
Target: Area (Choose SL)
Range: Close
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: Choose one negative status effect when you use this skill. The targets become immune to that status effect. This effect lasts until the end of the round.

Elemental Rune II
Timing: Major Action
Check: Automatic Success
Target: Single
Range: Close
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must have Elemental Rune SL 1 to learn this skill. By using this skill, you can activate Elemental Rune with the properties Timing: Major Action, Target: Single, Range: Close. The target can refuse the effects of Elemental Rune. If that happens, no gem is consumed.

Gem Preservation
Timing: See Effect
Check: Automatic success
Target: Self
Range: –
Cost: 5
Max SL: 5
Usage Requirements: SLx2 times per scenario
Effect: Use at the same time as another Rune Knight skill. The skill works as it normally would, but without expending any gems.

Great Rune
Timing: See Effect
Check: Automatic success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: You must have Weapon Rune SL 5 or Armor Rune SL 5 to learn this skill. Use it at the same time as either Weapon Rune or Armor Rune. The SL of that effect increases by 2, above the maximum normally possible.

Hastening Rune
Timing: Setup Process
Check: Automatic success
Target: Single
Range: Close
Cost: 5
Max SL: 3
Usage Requirements: –
Effect: The target’s Action Points increase by SLx2. This effect lasts until the end of the Scene.

Healing Rune (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Close
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill does not work on targets with Element: Darkness. Using the skill consumes one Diamond. The target heals 5d6+CLx3 hit points and is cured of one negative status effect.
Critical: Add dice

Rune Amplification
Timing: See Effect
Check: Automatic success
Target: Single
Range: Close
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Can only be used on targets currently under the effects of an Elemental Rune. The skill is used at the same time as that target makes an attack. Expend an item of the same type that was used for the target’s Elemental Rune. The target’s attack becomes Target: Area (Choose).

Rune Combat
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Only effective while you have Weapon Rune or Elemental Rune active. Hit rolls you make receive a bonus of SL+2 to the final result.
The skill to use the runes on your weapon and body to fight.

Rune Magic (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: You can only use this when you are under the effects of an Elemental Rune. Make a magic attack against the target, dealing 2d6+10 damage. This damage is of the same element as the item that was used to activate Elemental Rune.
Critical: Add dice

Strengthening Rune (Spell)
Timing: Setup Process
Check: Magic Check
Target: Self
Range: –
Cost: 5
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Choose one attribute. Checks using the selected attribute add a +2 bonus to the final result. This effect lasts until the end of the round.

Unleash Rune
Timing: Before damage roll
Check: Automatic success
Target: Single
Range: Close
Cost: 6
Max SL: 1
Usage Requirements: Once per scene
Effect: This skill must be used on a target that current has a Weapon Rune or Elemental Rune active. Declare that you will use this skill just before the target rolls damage. That damage is increased by 3d6. After the attack, the effects of one Weapon Rune or Elemental Rune on the target ends. The target may refuse this skill if they want.

Advanced Classes

This section contains the Skills from the advanced rulebook for the advanced classes thank you again to jfujii and Lei for putting in all the work translating all those skills!

Extra-Skills: Arch-Priest

Death Protection
Timing: After Check
Check: Magic Check
Target: Single
Range: Vision
Cost: –
Max SL: 1
Usage Requirements: Priest, once per scenario
Effect: Use after the target fails a death check. Make a magic check with the same difficulty as the failed death check. If the magic check succeeds, the death check is changed into a success.
Critical: Costs 0.

Divine Circle
Timing: Move Action
Check: Auto Success
Target: Self
Range: –
Cost: 7
Max SL: 3
Usage Requirements: SL times per scene
Effect: Effective only for Priest or Arch-priest skills. Change „Target: Single“ to „Target: Area (Choose)“ until the main process end.

God Blow
Timing: See Effect
Check: Auto Success
Target: Self
Range: –
Cost: 10
Max SL: 1
Usage Requirements: Once per scene
Effect: Effective only for Priest or Arch-priest Skills. Use at the same time as an attacking skill and add your Base Mind to the damage of the attack.

Greater Resurrection (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 20
Max SL: 1
Usage Requirements: –
Effect: You must have Resurrection SL 1 to Learn this skill. Effective when the target is knocked-out. Restores the target’s consciousness and removes all bad status effects. Sets the target’s HP equal to 2d6 + Mind. The target is spent.
Critical: Add dice

Healing Amplification Skill
Timing: See Effect
Check: Auto Success
Target: Single
Range: 20m
Cost: 10
Max SL: 1
Usage Requirements: SL times per scenario
Effect: Must have Healing Skill SL 3. Use when the target uses a skill or item that restores HP. Add CLx3 to the effect.

High Speed Prayer
Timing: Free Action
Check: Auto Success
Target: Self
Range: –
Cost: 10
Max SL: 3
Usage Requirements: SL times per scenario
Effect: You may use a Priest or Arch-priest with Timing: Major Action. However, this effect cannot be used to attack.

Highness Bless (Spell)
Timing: Setup Process
Check: Auto Success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: Use Bless at the same time as this spell. This skill allows you to use Bless during the setup process.

Holy Armor Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add your Mind to physical defense and magic defense.

Holy Warrior Skill
Timing: See effect
Check: Auto Success
Target: Self
Range: –
Cost: 10
Max SL: 3
Usage Requirements: –
Effect: You must have Power SL 5 or Holy Armor SL 5 to learn this skill. Use at the same time as „Power“ or „Holy Armor“. Add SLx4 to the effect.

Pure Permission
Timing: Setup Process
Check: Auto Success
Target: Self
Range: –
Cost: 10
Max SL: 1
Usage Requirements: SL times per scene
Effect: Add +3d6 to the effect of Saint Shield until the end of the round or until you move.

Reinforced Holy Shield
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Shield equipped
Effect: Add +3 to the effect of Saint Shield

Sacred Spell Break (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 15
Max SL: 1
Usage Requirements: Break Spell SL 1
Effect: Restore all negative status effects of a target. Also remove any persistent spell, such as curses, on the target.

Sacred Weapon
Timing: Item
Check: Auto Success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Selected weapon equipped
Effect: Select one of your weapons in preplay. While equipped with the weapon, add +1d6 to the damage of your magic attacks and healing of HP recovery skills. Critical: Costs 0.

Self-Sacrifice Skill
Timing: After damage roll
Check: Auto Success
Target: Single
Range: 20m
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use after the damage roll that the target receives. You suffers as much HP loss as the target would take in damage, then change their damage taken to 0.

Shine Hammer (Spell)
Timing: Major Action
Check: Hit check
Target: Single
Range: Weapon
Cost: 6
Max SL: 1
Usage Requirements: Using a blunt weapon
Effect: Make a weapon attack on the target. Add Mind to the damage of the attack. Also, change the damage to light attribute magic damage.
Critical: Add dice

Extra-Skills: Arch-Wizard

Chanting Skill II
Timing: After check
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per scene
Effect: Chanting Proficiency Skill SL 5 required to learn this. Use after a magic check and re-roll that check. The number of dice rolled is not changed.

Crystal Prison (Spell Ice)
Timing: Major action
Check: Magic check
Target: Single
Range: 20m
Cost: 12
Max SL: 1
Usage Requirements: –
Effect: You must have Freeze Gust SL 1. Make a magic attack that deals 2d6+20 ice magic damage against a target. If the target takes at least 1 HP of damage, inflict the Dazed debuff.
Critical: Add dice

Enhanced Magical Power Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: –
Effect: Add SLx4 to all magic attack damage.

Flight
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 12
Max SL: 1
Usage Requirements: –
Effect: You enter a flight state. During this flight state, add +1d6 to any reaction checks against characters not in flight. Lasts until the end of the scene.

High Speed Casting Skill
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 5
Usage Requirements: –
Effect: Increase Action Points by SLx5. However, take a -2d6 penalty to any checks other than magic checks. These effect lasts until the end of the round.

High Speed Preparation Skill
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Effective only for Wizard or Arch-wizard Skills. Allow you to use a skill with Timing: Minor Action at the same time than this skill. However, any skill used in this way cannot be used again in the same main process.

Light of Reflection (Spell)
Timing: Major action
Check: Magic check
Target: Single
Range: 20m
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Target enters a stealth state. Even if the target is engaged with an enemy character, they enter a stealth state. The target may reject the effect.

Magic Canceller (Spell)
Timing: Major action
Check: Magic check
Target: Single
Range: 20m
Cost: 15
Max SL: 1
Usage Requirements: –
Effect: All effects of continuous Spell on a target are dispelled. This counteracts any lasting magic effects.
Critical: Costs 0.

Magic Reduction
Timing: Cleanup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Restore the number of times Magic Convergance can be used by 1.

Magical Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: The user must know 5 or more different Wizard Spells. Add +1d6 to all magic checks you make.

Multi Chant Skill
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 10
Max SL: 1
Usage Requirements: Wizard, once per scenario
Effect: Must have Extended Chant Skill SL 5. Decrease Action Points by -20 and double the cost of any magic spell used by the user. Add CLx5 to the damage of the magic attack. Lasts until round end or until a magical attack is made.

Outburst Skill
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 10
Max SL: 5
Usage Requirements: –
Effect: Use at the same time as a magic attack. Change the magic attack to „Target: Area (Choose)“ and add SLx5 to damage. It deals damage to ANY target in range of the caster.

Perfect Spell
Timing: Before check
Check: Auto success
Target: Self
Range: –
Cost: 10
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Use before a magic check. If at least one of the rolled dice is a 6, treat the check as a critical success. You add the amount of 6 rolled as normal.
Critical: Add dice

Weather Control (Spell)
Timing: Setup Process
Check: Magic check
Target: Scene
Range: Scene
Cost: 20
Max SL: 3
Usage Requirements: –
Effect: Choose one element. This skill affects magic damage of the chosen element. The targets‘ attacks of the chosen element deal +(SL)d6 damage.
Critical: Costs 0.

Extra Skills: Assasin

Armor Penetration
Timing: Minor action
Check: Auto Success
Target: Self
Range: –
Cost: 12
Max SL: 3
Usage Requirements: SL times per scene
Effect: Use when making a weapon attack. Change that attack’s target to Single, then calculate its damage as though the target’s Physical Defense and Magic Defense were 0. This effect lasts until the end of your Main Process.

Assassination Art Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using a dagger or whip
Effect: Must have Weapon Skill: Dagger or Weapon Skill: Whip to learn this skill. Add +1d6 to the hit check of your weapon attacks.

Certain Kill Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add your Agility to your weapon attack damage.

Concealment Master Skill
Timing: Before check
Check: Auto Success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Stealth, SL times per scenario
Effect: Must have Concealment Skill SL 1. Declare just before a Major action you perform. If the check rolls one or more dice with a 6 result, it is critical.

Dark Instrument Skill
Timing: Move action
Check: Auto Success
Target: Self
Range: –
Cost: 10
Max SL: 3
Usage Requirements: Once per scene
Effect: Select an amount of weapons equal to SL or less from your inventory that has Type: Dagger and has a level that you can equip. The damage of your weapon attacks are increased by + [the sum of all selected weapon’s Attack Power]. This effect lasts until the end of the Main Process.

Deadly Poison Skill
Timing: Poison Skill
Check: Auto Success
Target: Self
Range: –
Cost: 6
Max SL: 5
Usage Requirements: –
Effect: Use this skill at the same time as a Poison Skill and add SL to its effectiveness level.

Deathbringer
Timing: After check
Check: Auto Success
Target: Self
Range: –
Cost: 20
Max SL: 1
Usage Requirements: Once per scenario
Effect: Immediately after a weapon attack hit check is complete (and any blessing or other re-roll has been applied), use this skill. You may change the roll of one of the dice in the hit check to a 6. As a result, if there are two or more dice with a roll of 6, it is a critical hit.

Jammer Skill
Timing: Before check
Check: Auto Success
Target: Single
Range: 20m
Cost: 10
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Used just before a target makes a check. The target’s check is reduced by -1d6.

Lightning Speed
Timing: Speed Rush
Check: Auto Success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Assasin, once per scenario
Effect: Use at the same time as Speed Rush. Changes Target: Area (Choose) and Range: Weapon of Speed Rush to Target: Scene (Choose) and Range: Vision.

Move Preparation Skill
Timing: Move action
Check: Auto Success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: Perform combat movement. After moving, use one of your Timing: Move Action skills. That skill cannot cause you to move.

Perfect Assassination
Timing: See effect
Check: Auto Success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Stealth, once per scenario
Effect: Use at the same time as a weapon attack. The attack is changed to „Target: Single“ and the damage is increased by CLx10.

Poison Amplification Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: If an attack you make deals at least 1 HP of damage, you add SL to the effectiveness level of any bad status the target of the attack is suffering from. If the target is suffering with more than one bad status, add SL to the effectiveness level of each one.

Search Master Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Requires Threat Detection SL 1, Trap Disarm Skill SL 1, and Trap Detection Skill SL 1 to learn. You gain +1d6 to all dodge, sense threats, detect traps, and disarm trap checks you make.

Super Evasion
Timing: See effect
Check: Auto Success
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: Once per round
Effect: Use at the same time as a dodge check. The final value of the dodge check is increase by SLx3

Swift Attack Skill
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Once per scene
Effect: Add SLx5 to your Action Points and +2d6 to weapon attack damage. This effect lasts until the end of his round.

Extra-Skills: Crusader

Extra Follow-Up Skill
Timing: Cleanup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per Scenario
Effect: Gain another use of Follow-Up after it’s already been used.

Full Swing
Timing: Minor action
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Once per scene
Effect: When you perform the damage roll of a close-combat attack, calculate the damage by doubling the Attack Power of the one weapon used in that close-combat attack. This effect lasts until the end of the Main Process.

Full-Body Power Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add your Strength to the damage of your close-combat attacks.

High-Speed Preparation Skill: Warrior
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Use a Warrior or Crusader Skill with Timing: Minor Action as a Move Action instead. You cannot use that skill during your Minor Action during this Main Process.

Mind’s Eye
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: –
Effect: Your Foresight (Warrior) Skill can also be used against Magic damage. Also, reduce the damage that you would take by -SLx3.

Offense and Defense
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Two-Handed weapon equipped
Effect: You can treat the effects of Skills with Shield Equipped as Two-Handed Weapon Equipped. If the skill refers to the data of the Shield, treat the data as 0. Also, add +3 to your Physical defense and Magic defense.

Onslaught Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Add (SLx3)d6 to the effect of Follow-Up.

Perfect Hit
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scene
Effect: When you Critical Hit on your weapon attack, during the Damage Roll, the target’s Physical Defense and Magic Defense are treated as 0.

Physical Resistance Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add your Strength to your Physical Defense.

Reinvigoration Skill
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: –
Effect: When you succeed your Death Checks, your HP becomes SLx20.

Return Slash
Timing: After a check
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per Scenario
Effect: After the Hit check of an attack, you can reroll that check. The number of dice does not change.

Special Cover
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 5
Usage Requirements: Once per round
Effect: Immediately before using Cover, you can reduce the damage of the attack you Cover by -SLx5.

Total Defense
Timing: After damage roll
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per Scenario, Crusader
Effect: After a Damage Roll of an attack you took the damage of, you can reduce that damage by -CLx10. This effect ignores the effects of Skills and Items that prevent damage reduction.

Vow Skill
Timing: Setup Proces
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: Add (SL)d6 to the damage of your weapon attacks. This effect lasts until the end of the scene.

Items from Advanced Rulebook

Medbread also did some great translations on the items that can be found in the advanced rulebook. Since the Google Sheet is fairly well made I will just add a link to the document: Items from Advanced Rulebook

Level Monsters up or down

If you go through a few sessions the need might arise that you need some stronger encounters, since the adventurers will steadily level up over the course of an adventure. The advanced rulebook has a useful tool so a GM could reuse monsters in a stronger form for an encounter. In order to recalculate the values you will need the original stats of the monster, the original Level and the new Level.

Since this rule is from the advanced rulebook please make changes at the DMs descretion and what you think seems reasonable for you group. These are official formulas sure, but the damage addition seems quite high for my taste since it adds flat damage boni. Thanks again to Lei for translating this one as well!

Leveling up monsters formulas (based on advanced rulebook page 262):

Check Result Adjustment: (New Level – Original Level) / 2 = +/-Adjustment for the base-stat

Damage: (New Level – Original Level) x 5 = +/-Adjustment for the base-stat

HP / MP: (New Level – Original Level) x 5 = +/-Adjustment for the base-stat

Def/Mdef: (New Level – Original Level) x 1 = +/-Adjustment for the base-stat

In order the make the process more clear for you lets level up a Bandit (See Monster Card above in the article) from Level 2 to Level 5.

Bandit’s Stats (Original at Level 2, New Level 5):
Defense: 5
Magic Defense: 4
Major Check Action: 4
Reaction Checks: 3
HP: 38
MP: – (or none)
Hit Check: 2d6+7
Damage: 2d6+11
Dogde Check: 2d6+3

Lets begin with the Check Result Adjustment. If using the above formula you would get: (5-2) / 2 = +1,5 (I would round down in cases with decimals personally) = +1
So Major Check Action, Reaction Checks, Hit Check and Dodge Check all would +1

Lets go further to the damage. Again using the formula above: (5-2) x 5 = +15. So we would add +15 to the base-damage (I think there is some DM-descreation needed here since adding 15 flat damage might be quite a lot…)

Next will be HP/MP. Since Bandits don’t really have MP I won’t change those. Again the using the above formula: (5-2) x 5 = +15. So we would add 15 to HP (and MP if Bandits had any)

Lastly lets see how much Physical Defense and Magical Defense change. We use the last formula listed above here: (5-2) x 1= +3. We would add +3 to Physical Defense and Magical Defense. With all the values calculated lets have a look at our new stat-block:

Bandit (Level 5)
Defense: 8 (5+3)
Magic Defense: 7 (4+3)
Major Check Action: 5 (4+1)
Reaction Checks: 4 (3+1)
HP: 53 (38+15)
MP: – (or none)
Hit Check: 2d6+8 (2d6+7+1)
Damage: 2d6+26 (2d6+11+15)
Dogde Check: 2d6+3 (2d6+3+1)

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